/Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/Rigs/RigHierarchyElements.h
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FRigControlSettings
ERigControlAnim...
AnimationType
bool
bDrawLimits
True if the limits should be drawn in debug.
bool
bGroupWithParentControl
If set to true the animation channel will be grouped with the parent control in sequencer
bool
bIsCurve
If Created from a Curve Container
bool
bIsTransientControl
If the control is transient and only visible in the control rig editor
bool
bRestrictSpaceSwitching
Allow to space switch only to the available spaces
bool
bShapeVisible
Set to true if the shape is currently visible in 3d
bool
bUsePreferredRotationOrder
Whether to use a specfied rotation order or just use the default FRotator order and conversion functions
TObjectPtr<UEn...
ControlEnum
If the control is 4transient and only visible in the control rig editor
ERigControlType
ControlType
FRigControlElem...
Customization
The User interface customization used for a control This will be used as the default content for the space picker and other widgets
FName
DisplayName
TArray<FRigEle...
DrivenControls
The list of driven controls for this proxy control.
TArray<ERigCon...
FilteredChannels
Filtered Visible Transform channels. If this is empty everything is visible
TArray<FRigCon...
LimitEnabled
True if the control has limits.
FRigControlValu...
MaximumValue
The maximum limit of the control's value
FRigControlValu...
MinimumValue
The minimum limit of the control's value
EEulerRotationO...
PreferredRotationOrder
The euler rotation order this control prefers for animation, if we aren't using default UE rotator
TArray<FRigEle...
PreviouslyDrivenControls
The list of previously driven controls - prior to a procedural change
ERigControlAxis
PrimaryAxis
The primary axis to use for float controls
FLinearColor
ShapeColor
FName
ShapeName
This is optional UI setting - this doesn't mean this is always used, but it is optional for manipulation layer to use this
ERigControlVisi...
ShapeVisibility
Defines how the shape visibility should be changed